In *Civilization 7*, the Modern Age is pivotal, marking the final stage where strategies culminate and victories are clinched. Transitioning effectively from the Exploration Age into the Modern Age is crucial, as this is where your choices and advantages will significantly impact your success.
Selecting the right Civilization is fundamental to achieving victory in this era. With ten civilizations available (and eleven if you own the Crossroads of the World DLC), the choice can be daunting. Pairing your civilization with the appropriate Civ 7 Leaders can create powerful synergies that enhance your gameplay. Below, we present a tier list to help you decide on the best Modern Age civilizations in *Civilization 7*.
Remember, your chosen Leader will further enhance your playthrough. The synergies between Leaders and civilizations can alter their effectiveness, so consider these interactions when making your selection. This Tier List focuses on the standalone strength of each civilization at its base level.
S-tier: America, Meiji Japan
A-tier: French Empire, Mexico, Qing
B-tier: Buganda, Prussia, Russia, Siam
C-tier: Mughal
Note: The new DLC Civ Great Britain remains unranked for now; its performance will become clearer with time.
These are the crème de la crème of Civilization 7. With access to formidable military units and abundant resources, these civilizations can dominate the game map.
Frontier Expansion - Gain 100 Gold every time you improve a Resource. +30% Production towards constructing the Statue of Liberty.
Marine - American Unique Infantry Unit with the Amphibious ability, cheaper to train.
Prospector - American Unique Civilian Unit that claims a Land Resource outside your regular Settlement radius.
Industrial Park - American Unique Quarter, formed by constructing the Railyard and Steel Mill in the same district. Adds +2 Food in this City for every Resource assigned to this City.
Railyard - +5 Production. +1 Production Adjacency for Quarters and Wonders. American Unique Production Building, ageless.
Steel Mill - +6 Production. Gold adjacency for Resources and Wonders. American Unique Production Building, ageless.
America excels in the Modern Age, leveraging its resource utilization to become one of the most powerful civilizations. The Frontier Expansion trait offers significant gold boosts from resource improvements, while the Railyard and Steel Mill synergize to create the Industrial Park, boosting Food, Production, and Gold. This versatility allows the USA to expand rapidly and sustain its growth. The Prospector's ability to claim resources further enhances your yields, and the Marine's Amphibious ability provides tactical flexibility.
Goisshin - Gain Science equal to 50% of a Building’s Production cost when Overbuilding. +30% Production towards constructing Dogo Onsen.
Mikasa - Meiji Japanese Unique Heavy Naval Unit that respawns at the closest Settlement at 50% HP upon destruction.
Zero - Meiji Japanese Unique Fighter Air Unit with increased range and +4 Combat Strength against other Fighter Air Units, capable of intercepting enemy Air Units.
Zaibatsu - Meiji Unique Quarter, formed by constructing the Ginko and Jukogyo in the same District. Adds +1 Gold and Production on Buildings in adjacent Districts.
Ginko - +5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. Meiji Japan Unique Gold Building, ageless.
Jukogyo - +5 Production. +1 Production Adjacency for Coastal Terrain and Wonders. Meiji Japan Unique Production Building, ageless.
Meiji Japan's resourcefulness and powerful units make it a top contender. The Goisshin trait allows for strategic reshaping of districts while gaining Science, and the Zaibatsu Quarter maximizes Gold and Production. The Mikasa's ability to respawn adds resilience to your naval forces, while the Zero provides air superiority, making Meiji Japan a formidable force in the endgame.
A-Tier civilizations offer a balanced approach, with access to crucial resources and strong military units.
Liberte, Egalite, Fraternite - Choose Celebration effects from any standard Government in the Modern Age. +30% Production towards constructing the Eiffel Tower.
Garde Imperiale - French Imperial Unique Infantry Unit that can make Ranged attacks and gains +2 Combat Strength within a friendly Army Commander Radius, though more expensive to train.
Jacobin - A Great Person with one charge, trainable only in Cities with an Avenue. The specific Jacobin received once, with costs increasing per Jacobin trained.
Avenue - French Imperial Quarter, formed by constructing the Jardin a la Francaise and Salon in the same District. Adds +2 Happiness on Quarters in this City.
Jardin a la Francaise - +5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. French Empire Unique Culture Building, ageless.
Salon - +5 Happiness. +1 Culture Adjacency for Happiness Buildings and Wonders. French Empire Unique Happiness Building, ageless.
The French Empire is ideal for a Cultural victory, with the Avenue creating a synergistic loop of Culture and Happiness. This can fuel numerous Celebrations, benefiting from the Liberte, Egalite, Fraternite trait. While the Garde Imperiale isn't the strongest unit, it's useful for defense as you build a culturally rich civilization.
Revolucion - Starts with a unique Government, Revolucion, offering a Celebration effect of +30% Culture for 10 Turns. Cannot enter other Government types. +30% Production towards constructing Palacio de Bellas Artes.
Soldaderas - Mexican Unique Infantry Unit that heals adjacent Units +10 HP, non-stacking.
Revolucionario - A Great Person with one charge, trainable only in Cities with a Zocalo. The specific Revolucionario received randomly, once per type, with costs increasing per Revolucionario trained.
Zocalo - Mexican Unique Quarter, formed by constructing the Catedral and Portal de Mercaderes in the same District. Adds +2 Culture for every Tradition slotted into the Government.
Catedral - +5 Culture. +1 Happiness Adjacency for Culture Buildings and Wonders. Mexican Unique Culture Building, ageless.
Portal de Mercaderes - +5 Culture. +1 Gold Adjacency for Gold Buildings and Wonders. Mexican Unique Culture Building, ageless.
Mexico is another Culture powerhouse, slightly less focused on Happiness but with more Gold and Culture. The Zocalo Quarter, formed by the Catedral and Portal de Mercaderes, enhances Culture output. The Soldaderas' healing ability supports a robust military, making Mexico a strong choice for a Cultural victory if managed correctly.
Kang Qian Shengshi - +4 Gold, +3 Culture, +2 Influence, but -1 Science from imported Resources. +30% Production towards constructing Chengde Mountain Resort.
Gusa - Qing Unique Infantry Unit that gains +4 Combat Strength if adjacent to another Gusa.
Hangshang - Qing Unique Merchant capable of establishing Trade Routes to import Resources from foreign Settlements, gaining 50 Gold per Resource on naval Trade Routes.
Huiguan - Qing Unique Quarter, formed by constructing the Qianzhuang and Shiguan in the same District. Adds +35% Influence in this Settlement.
Shiguan - +6 Science. +1 Happiness Adjacency for Happiness Buildings and Wonders. Qing Unique Science Building, ageless.
Qianzhuang - +5 Gold. +1 Gold Adjacency for Gold Buildings and Wonders. Qing Unique Gold Building, ageless.
Qing offers a mix of Gold, Culture, and Influence, though at the cost of Science from imported Resources. Managing this trait is essential in the fast-paced Modern Age. With the right resource and building management, the Shiguan can offset the Science penalty. The Gusa Unit's potential for strong formations adds military strength.
B-Tier civilizations are solid choices, though more specialized and less universally applicable than higher tiers.
River Raids - Gain Culture when pillaging Buildings or Improvements equal to the yield or healing gained. Land Military Units gain the Amphibious ability. +30% Production towards constructing Muzibu Azaala Mpanga.
Abambowa - Bugandan Unique Infantry Unit that heals +10 HP from Pillaging any tile.
Mwami - Bugandan Unique Army Commander that yields 50% from pillaging within its Command Radius.
Kabaka’s Lake - +3 Happiness. Receives Lake yield bonuses, including yields for all Buganda’s abilities and the Muzibu Azaala Mpanga Wonder. Bugandan Unique Improvement, ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain. One per Settlement.
Buganda thrives on an aggressive playstyle, gaining resources through pillaging. The River Raids trait, combined with the Abambowa and Mwami units, maximizes gains from pillaging, but constant warfare is required. While the Kabaka's Lake provides Happiness, the civilization lacks direct access to crucial yields like Science and Culture, making pillaging essential to compensate.
Blood and Iron - Units receive +1 Combat Strength for every Unfriendly or worse Civ Relationship.
Hussar - Prussian Unique Cavalry Unit with +1 Movement and +1 Combat Strength for every Movement remaining.
Stuka - Prussian Ground Attack Air Unit with +3 Combat Strength against Land Units.
Staatseisenbahn - Prussian Unique Railroad that adds +2 Gold and Production on Rural tiles with a Staatseisenbahn.
Prussia is ideal for aggressive players who aim to dominate through military strength. The Blood and Iron trait boosts Combat Strength based on poor relationships, making Prussia a formidable force. The Hussar and Stuka are powerful units, but the civilization's focus on military might can be a double-edged sword. Prussia requires constant conquest to keep up with Science and Culture, and over-aggression can lead to multiple wars against you.
Prosveshchenie - +1 Culture on Districts in Cities. +1 Science on Districts in Cities in Tundra. +30% Production towards constructing the Hermitage.
Cossack - Russian Unique Cavalry Unit with +4 Combat Strength in friendly territory.
Katyusha Rocket Launcher - Russian Unique Siege Unit with +1 Movement and the Splash ability, dealing damage to enemy Units adjacent to the target.
Obschchina - +2 Food from adjacent Farms. +2 Culture in Tundra. Russian Empire Unique Improvement, ageless. Does not remove Warehouse bonuses on a tile. Cannot be placed adjacent to another Obshchina.
Russia offers modest yield bonuses, particularly in Tundra, but these may not be enough to compete with more specialized civilizations. The Cossack and Katyusha Rocket Launcher provide defensive capabilities, but Russia's focus on Science and Culture may lag behind in the Modern Age.
Itsapharahab - Gains a unique Diplomatic Action to immediately become Suzerain of a City-State at a higher Influence cost than Befriend Independent. +30% Production towards constructing Doi Suthep.
Chang Beun - Siamese Unique Ranged Unit with increased Ranged Strength, +1 Movement, and the ability to move after attacking.
Uparat - A Great Person with one charge, trainable only in Cities when an Independent Power has been befriended. The specific Uparat received randomly, once per type, with costs increasing per Uparat trained.
Bang - +3 Culture and Happiness. Siamese Unique Improvement, ageless. Does not remove Warehouse bonuses on a tile. Must be placed on a Navigable River.
Siam's unique trait allows immediate Suzerainty over City-States, though at a higher Influence cost. While powerful, Siam lacks inherent ways to generate the necessary Influence, relying on ageless buildings and the Leader's abilities. The Chang Beun is a versatile ranged unit, but Siam's effectiveness depends heavily on the City-States available.
C-Tier civilizations are situational and often require a unique playstyle, best suited for experienced players.
Paradise of Nations - +75% Gold from all sources. -25% to all other yields. +30% Production towards constructing the Red Fort.
Sepoy - Mughal Unique Infantry Unit capable of making a Bombard Ranged attack.
Zamindar - Mughal Unique Settler that can found new Towns and adds +1 Population to new Settlements.
Stepwell - +2 Food from adjacent Farms. Mughal Unique Improvement, ageless. Does not remove Warehouse bonuses on a tile. Must be placed on Flat Terrain. Cannot be placed adjacent to another Stepwell.
The Mughal civilization can be powerful with its +75% Gold boost, but the -25% penalty to other yields requires careful management. In the right hands, Mughal can leverage its wealth to compensate for the penalty, but less experienced players may struggle with the balance. The Sepoy and Zamindar units are useful, but the civilization's success hinges on effectively utilizing its Gold advantage.
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